/Engine/Source/Runtime/Engine/Public/MaterialShared.h
Sorts the incoming compiled jobs into the appropriate mesh shader maps
void ProcessCompilationResults ( const [TArray](API\Runtime\Core\Containers\TArray)< [TRefCountPtr](API\Runtime\Core\Templates\TRefCountPtr)< [FShaderCommonCompileJob](API\Runtime\RenderCore\FShaderCommonCompileJob) >> & ICompilationResults, int32 & InOutJobIndex, float & TimeBudget )